Intel corporation (20240177395). TOPOLOGY SHADER TECHNOLOGY simplified abstract

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TOPOLOGY SHADER TECHNOLOGY

Organization Name

intel corporation

Inventor(s)

Hugues Labbe of Folsom CA (US)

Tomer Bar-on of Petah Tikva (IL)

Gabor Liktor of San Francisco CA (US)

Andrew T. Lauritzen of Victoria (CA)

John G. Gierach of Hillsboro OR (US)

TOPOLOGY SHADER TECHNOLOGY - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240177395 titled 'TOPOLOGY SHADER TECHNOLOGY

Simplified Explanation

The technology described in the patent application involves a system that receives an object description at a topology shader in a graphics pipeline, generates a set of polygons based on the object description at the topology shader, and then sends the set of polygons to a vertex shader.

  • Object description received at a topology shader in a graphics pipeline
  • Set of polygons generated based on the object description at the topology shader
  • Set of polygons sent to a vertex shader

Potential Applications

The technology could be used in video game development, computer-aided design (CAD) software, virtual reality applications, and animation software.

Problems Solved

This technology streamlines the process of generating polygons for objects in a graphics pipeline, improving efficiency and reducing the workload on the system.

Benefits

  • Faster generation of polygons
  • Improved graphics rendering
  • Enhanced performance in graphics-intensive applications

Potential Commercial Applications

Optimizing graphics rendering in video games Improving design capabilities in CAD software Enhancing visual effects in virtual reality applications

Possible Prior Art

One possible prior art could be the use of geometry shaders in graphics pipelines to manipulate and generate geometry data.

Unanswered Questions

How does this technology impact the overall performance of graphics rendering in real-time applications?

The article does not provide specific data on the performance improvements in real-time applications using this technology.

Are there any limitations to the size or complexity of objects that can be processed using this technology?

The article does not address any potential limitations in processing large or complex objects with this technology.


Original Abstract Submitted

systems, apparatuses and methods may provide for technology that receives, at a topology shader in a graphics pipeline, an object description and generates, at the topology shader, a set of polygons based on the object description. additionally, the set of polygons may be sent to a vertex shader.